Refactor SpiceBloom

- Remove SpiceBloom.RespawnDelay

It is basically redundant (giving the spice bloom spawner a longer
self-kill delay at yaml level has the same effect) and uses the savegame-blocking DelayedAction, so just removing it is the cleanest solution.

- Rename SpiceBloom GrowthDelay to Lifetime

- Refactor spicebloom.spawnpoint to not use SpiceBloom trait and make it visible in editor with corresponding tooltip.
This commit is contained in:
reaperrr
2016-11-04 23:48:13 +01:00
parent 0a53a2022e
commit 76f8fe02e2
3 changed files with 49 additions and 30 deletions

View File

@@ -32,11 +32,8 @@ namespace OpenRA.Mods.D2k.Traits
[SequenceReference]
public readonly string[] GrowthSequences = { "grow1", "grow2", "grow3" };
[Desc("The range of time (in ticks) that the spicebloom will take to respawn.")]
public readonly int[] RespawnDelay = { 1500, 2500 };
[Desc("The range of time (in ticks) that the spicebloom will take to grow.")]
public readonly int[] GrowthDelay = { 1000, 3000 };
[Desc("The range of time (in ticks) that the spicebloom will take to grow until it blows up.")]
public readonly int[] Lifetime = { 1000, 3000 };
public readonly string ResourceType = "Spice";
@@ -72,7 +69,6 @@ namespace OpenRA.Mods.D2k.Traits
readonly ResourceLayer resLayer;
readonly AnimationWithOffset anim;
readonly int respawnTicks;
readonly int growTicks;
int ticks;
@@ -88,8 +84,7 @@ namespace OpenRA.Mods.D2k.Traits
anim = new AnimationWithOffset(new Animation(init.Self.World, render.GetImage(self)), null, () => self.IsDead);
render.Add(anim);
respawnTicks = self.World.SharedRandom.Next(info.RespawnDelay[0], info.RespawnDelay[1]);
growTicks = self.World.SharedRandom.Next(info.GrowthDelay[0], info.GrowthDelay[1]);
growTicks = self.World.SharedRandom.Next(info.Lifetime[0], info.Lifetime[1]);
anim.Animation.Play(info.GrowthSequences[0]);
}
@@ -163,19 +158,17 @@ namespace OpenRA.Mods.D2k.Traits
if (!string.IsNullOrEmpty(info.Weapon))
SeedResources(self);
self.World.AddFrameEndTask(t => t.Add(new DelayedAction(respawnTicks, () =>
var td = new TypeDictionary
{
var td = new TypeDictionary
{
new ParentActorInit(self),
new LocationInit(self.Location),
new CenterPositionInit(self.CenterPosition),
new OwnerInit(self.Owner),
new FactionInit(self.Owner.Faction.InternalName),
new SkipMakeAnimsInit()
};
self.World.CreateActor(info.SpawnActor, td);
})));
new ParentActorInit(self),
new LocationInit(self.Location),
new CenterPositionInit(self.CenterPosition),
new OwnerInit(self.Owner),
new FactionInit(self.Owner.Faction.InternalName),
new SkipMakeAnimsInit()
};
self.World.AddFrameEndTask(w => w.CreateActor(info.SpawnActor, td));
}
}
}